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MOBILE GAMING
Image by: E-Plus Gruppe Fotostream via Flickr
The mobile game genre essentially
began in the early 1990s when
calculator producers, such as Texas
Instruments, began to embed the now
ubiquitous Snake game in their
devices.
viaFlickr
The “newer generation” of people spend a lot of time
on their mobile devices Image by: Stefan Klauke via Flickr
According to the UN International Telecommunications
Union, there are currently 6.8 billion mobile phone
subscriptions in the world – almost as many
subscriptions as there are people
Image by: NASA ‘s Marshall Space Flight Center via Flickr
There were only 1 billion
subscriptions in 2002…
Image by: Sidfrid Lundberg via Flickr
Mobile gaming
is growing
so fast that
it’s expanding
the traditional
video game
industry far beyond its old borders.
Image by: Bre Pettis via Flickr
The $66 billion video game industry is scrambling to devise games and
experimenting with ways to appeal to a generation of players that spends more
time on mobile devices than on computers or consoles.
Image by : Luke Wroblewski via Flickr
Smartphone-based
mobile gaming
provides for a quick
pick-up-and-play
experience. It’s
uncomplicated.
Image by: Johan Larsson via Flickr
Mobile games could
drive the whole game
software industry’s
revenues to $100
billion by 2017,
making it one of the
most lucrative
sectors for
entertainment and
software
Image by: Intel Free Press via Flickr
In 2007, when Apple Inc launched the iPhone, there
were but a handful of developers. Today, there are
hundreds, whose apps sell across the globe on Apple
and Google Inc's Android devices.
Image by: Yutaka Tsutano via Flickr
The new touchscreen interface offered new and
accessible ways to play games on the phone
Image by: bark via Flickr
The App Store revolutionized the sector by establishing an
easily-accessed direct connection between developers and
consumers that bypasses publishers and phone operators.
Photo by: Photoatelier via Flickr
Even major companies such as Disney,
Viacom, USA Network, and Marvel
Entertainment have launched mobile
games in an effort to engage their
respective target audiences
Image by: JimmyMac210 via Flickr
Consumers have taken
full advantage of the
new access, downloading
more than 50 billion apps
since the App Store’s
launch in 2008.
Photo by: Christiano Betta via Flickr
In recent years, the model has been to offer games for free, then
encourage players to spend real money on in-game purchases - a system
perfected by Zynga in its online games
Image by: Wayne Hsieh via Flickr
Asia is becoming the biggest driver of
economic value in mobile and online games
Image by: Pikesville via Flickr
Japan’smarketformobile contentalonewasworth$8.8
billionin2012,games broughtin$5.1billion.
Image by: Kevin Dooley via Flickr
With major game publishers once again
rethinking their relationships with the sector,
mobile games will play no small role in the
computer and video game industry’s
continued evolution.
Image by: Sam Howzit via Flickr
“For casual and hardcore audiences alike, this new gaming world promises a future
that benefits from cross-device integration and embedded social networks. For
game developers, this unique set of circumstances is set to be the catalyst for
boundless creativity.” – Christoph Zeh
Image by: National Media Museum via Flickr
SOURCES
• http://techland.time.com/2012/08/16/go-outside-and-play-the-
future-of-mobile-gaming/
• http://www.theesa.com/games-improving-what-matters/mobile-
games.asp
• http://venturebeat.com/2014/01/14/mobile-gaming-could-drive-
entire-game-industry-to-100b-in-revenue-by-2017/
• http://www.reuters.com/article/2013/06/09/us-mobilegames-
industry-idUSBRE95804X20130609
• http://www.gfk.com/magazine/techtalk/techtalk-content-delivery---
how-a-stream-turned-into-a-torrent/game-changers-whats-the-
future-of-gaming
• http://recombu.com/mobile/news/from-snake-to-tegra-the-
evolution-of-mobile-phone-gaming_M14965.html
Image by: slgckgc via Flickr

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Mobile gaming FILM 260 Flipbook Assignment

  • 1. MOBILE GAMING Image by: E-Plus Gruppe Fotostream via Flickr
  • 2. The mobile game genre essentially began in the early 1990s when calculator producers, such as Texas Instruments, began to embed the now ubiquitous Snake game in their devices. viaFlickr
  • 3. The “newer generation” of people spend a lot of time on their mobile devices Image by: Stefan Klauke via Flickr
  • 4. According to the UN International Telecommunications Union, there are currently 6.8 billion mobile phone subscriptions in the world – almost as many subscriptions as there are people Image by: NASA ‘s Marshall Space Flight Center via Flickr
  • 5. There were only 1 billion subscriptions in 2002… Image by: Sidfrid Lundberg via Flickr
  • 6. Mobile gaming is growing so fast that it’s expanding the traditional video game industry far beyond its old borders. Image by: Bre Pettis via Flickr
  • 7. The $66 billion video game industry is scrambling to devise games and experimenting with ways to appeal to a generation of players that spends more time on mobile devices than on computers or consoles. Image by : Luke Wroblewski via Flickr
  • 8. Smartphone-based mobile gaming provides for a quick pick-up-and-play experience. It’s uncomplicated. Image by: Johan Larsson via Flickr
  • 9. Mobile games could drive the whole game software industry’s revenues to $100 billion by 2017, making it one of the most lucrative sectors for entertainment and software Image by: Intel Free Press via Flickr
  • 10. In 2007, when Apple Inc launched the iPhone, there were but a handful of developers. Today, there are hundreds, whose apps sell across the globe on Apple and Google Inc's Android devices. Image by: Yutaka Tsutano via Flickr
  • 11. The new touchscreen interface offered new and accessible ways to play games on the phone Image by: bark via Flickr
  • 12. The App Store revolutionized the sector by establishing an easily-accessed direct connection between developers and consumers that bypasses publishers and phone operators. Photo by: Photoatelier via Flickr
  • 13. Even major companies such as Disney, Viacom, USA Network, and Marvel Entertainment have launched mobile games in an effort to engage their respective target audiences Image by: JimmyMac210 via Flickr
  • 14. Consumers have taken full advantage of the new access, downloading more than 50 billion apps since the App Store’s launch in 2008. Photo by: Christiano Betta via Flickr
  • 15. In recent years, the model has been to offer games for free, then encourage players to spend real money on in-game purchases - a system perfected by Zynga in its online games Image by: Wayne Hsieh via Flickr
  • 16. Asia is becoming the biggest driver of economic value in mobile and online games Image by: Pikesville via Flickr
  • 18. With major game publishers once again rethinking their relationships with the sector, mobile games will play no small role in the computer and video game industry’s continued evolution. Image by: Sam Howzit via Flickr
  • 19. “For casual and hardcore audiences alike, this new gaming world promises a future that benefits from cross-device integration and embedded social networks. For game developers, this unique set of circumstances is set to be the catalyst for boundless creativity.” – Christoph Zeh Image by: National Media Museum via Flickr
  • 20. SOURCES • http://techland.time.com/2012/08/16/go-outside-and-play-the- future-of-mobile-gaming/ • http://www.theesa.com/games-improving-what-matters/mobile- games.asp • http://venturebeat.com/2014/01/14/mobile-gaming-could-drive- entire-game-industry-to-100b-in-revenue-by-2017/ • http://www.reuters.com/article/2013/06/09/us-mobilegames- industry-idUSBRE95804X20130609 • http://www.gfk.com/magazine/techtalk/techtalk-content-delivery--- how-a-stream-turned-into-a-torrent/game-changers-whats-the- future-of-gaming • http://recombu.com/mobile/news/from-snake-to-tegra-the- evolution-of-mobile-phone-gaming_M14965.html Image by: slgckgc via Flickr